﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using KinectWindowLib;
using KinectWindows.Windows;

namespace KinectWindowLib.WIndows
{
    public struct WindowInfo
    {

    public float x, y;			/* location of window */
	public float width, height;		/* width and height of window */
	public int border_width;		/* border width of window */
	public int depth;			/* depth of window */
	public Visual visual;			/* the associated visual structure */
	public NuiWindow root;			/* root of screen containing window */
	public int ioclass;			/* InputOutput, InputOnly*/
	public int bit_gravity;		/* one of the bit gravity values */
	public int win_gravity;		/* one of the window gravity values */
	public int backing_store;		/* NotUseful, WhenMapped, Always */
	public long backing_planes;	/* planes to be preserved if possible */
	public long backing_pixel;	/* value to be used when restoring planes */
	public bool save_under;		/* boolean, should bits under be saved? */
	public Colormap colormap;		/* color map to be associated with window */
	public bool map_installed;		/* boolean, is color map currently installed*/
	public int map_state;			/* IsUnmapped, IsUnviewable, IsViewable */
	public long all_event_masks;		/* set of events all people have interest in*/
	public long your_event_mask;		/* my event mask */
	public long do_not_propagate_mask;	/* set of events that should not propagate */
	public bool override_redirect;		/* boolean value for override-redirect */
	public Screen screen;			/* back pointer to correct screen */
    public String Name;    /* window name*/
    public long Id; /* window Id*/
    public Object Tag; /* window tag */

    public object Background { get; set; }
    }
   
    
   
}
